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  #11  
Old 02-19-2026, 11:29 AM
JayDee JayDee is offline
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Pretty sure is 16 and a half years
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  #12  
Old 02-19-2026, 04:28 PM
Viscere Viscere is offline
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Bognil and Brogean plz

Green 2.0

We needs it
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  #13  
Old 02-19-2026, 08:50 PM
Elijah850 Elijah850 is offline
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Quote:
Originally Posted by Viscere [You must be logged in to view images. Log in or Register.]
Thank you for 15 years of fun !
Cheers! Can't wait to see what comes in the next 15!
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  #14  
Old 02-19-2026, 09:24 PM
Foxplay Foxplay is offline
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Quote:
Originally Posted by Sadre Spinegnawer [You must be logged in to view images. Log in or Register.]
Nerf charm. It's not classic.
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  #15  
Old 02-19-2026, 09:56 PM
BradZax BradZax is offline
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nerf charm.

but also launch fresh server!
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  #16  
Old 02-20-2026, 04:07 PM
spoil spoil is offline
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I have zero problem with chanters, in my experience it's always some shitter root/rotting or whatever who is at a camp for 16 hours a day. Hopefully the nerf fucks up shamans, then it will almost be worth it.
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  #17  
Old Yesterday, 06:15 PM
DanielStula DanielStula is offline
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Default Classic Everquest Experience Is Unmatched.

I believe Project 1999 captures the true essence of the original Everquest. Theres a nostalgic magic that modern MMORPGs just cant replicate. Do you think the challenge and community spirit of 1999 are lost in todays more streamlined MMOs?
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  #18  
Old Yesterday, 06:59 PM
BradZax BradZax is offline
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Quote:
Originally Posted by DanielStula [You must be logged in to view images. Log in or Register.]
I believe Project 1999 captures the true essence of the original Everquest. Theres a nostalgic magic that modern MMORPGs just cant replicate. Do you think the challenge and community spirit of 1999 are lost in todays more streamlined MMOs?
I completely understand what you mean. What you’re describing isn’t just nostalgia — it’s a fundamentally different game philosophy.

EverQuest (1999) vs. Modern MMOs

When EverQuest launched in 1999, it wasn’t just hard — it was demanding. And that design shaped the community in ways modern MMOs often don’t.

1. The Challenge Was Real — and Unforgiving

- Harsh death penalties (corpse runs, XP loss)

- No quest markers or map hand-holding

- Long travel times (no instant teleporting everywhere)

- Camped spawns and contested content

- Slow leveling that made every ding meaningful

In many modern MMOs (like World of Warcraft or Final Fantasy XIV), friction has been reduced:

- Fast travel

- Automated group finders

- Streamlined questing

- Minimal punishment for failure

That doesn’t make them worse — just different. They prioritize accessibility and time efficiency.

2. Forced Interdependence Built Real Community

- Original EverQuest basically required social cooperation:

- Most classes couldn’t solo effectively

- You needed real tanks, real crowd control, real healers

- Reputation mattered on your server

- Ninja looting had social consequences

- Guilds weren’t optional — they were survival

Because you couldn’t just queue anonymously, people knew each other. Rivalries and friendships formed organically.

Modern MMOs tend to:

- Cross-server matchmaking

- Anonymous dungeon queues

- Easier solo progression

- Reduced reliance on specific class roles

That convenience often weakens long-term social bonds.

3. The World Felt Dangerous and Mysterious

There was no wiki culture at launch. No YouTube guides. No optimized meta builds on day one.

Zones like Lower Guk or the Plane of Fear weren’t just content — they were rumors. You learned by:

- Talking in /ooc

- Listening to veterans

- Failing repeatedly

- Exploring blindly

That uncertainty created magic that’s nearly impossible to recreate in today’s hyper-documented gaming ecosystem.

4. Are We Missing the “1999 Spirit”?

In many ways, yes — but it’s complicated.

What’s often gone today:

- Server identity

- Reputation-based accountability

- Meaningful risk

- Long-term grind satisfaction

- The feeling that the world doesn’t revolve around you

But what’s better today:

- Respect for limited player time

- Better accessibility

- More polished storytelling

- Reduced frustration barriers

The Deeper Truth

It may not just be the games.

In 1999:

- We had fewer distractions.

- Online worlds felt new.

- Social interaction online wasn’t saturated.

- Discovery felt frontier-like.

Now, players optimize everything within hours of release. Even if a modern MMO tried to recreate EverQuest’s brutality, Discord and wikis would compress the mystery.

Why Project 1999 Feels Special

Project 1999 preserves:

- Slower pacing

- Brutal consequences

- Classic mechanics

- Server-contained communities

But even there, part of what you’re feeling is the memory of who you were when Norrath first opened its gates.

My Take

The challenge and community spirit aren’t completely lost — they’ve just become niche rather than mainstream.

Hardcore survival MMOs, classic reboots, and private servers try to bring it back. But modern design prioritizes scale and convenience.

The real question is:

Was the magic in the mechanics…
or in the moment in gaming history?

I’m curious — what part of original EQ do you miss most? The corpse runs? The long camps? Or just the feeling of being unknown in a huge, dangerous world?
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